? Gaia’s Breath
A Fabric mod that makes the natural world evolve on its own.
Grass spreads, flowers sprout, trees regenerate, metal weathers, wood ages — Minecraft’s ecology becomes alive, gradual, and configurable.
? Overview
The world breathes, grows, and heals over time.
Without player input, nature reclaims barren land and balances overgrowth,
creating a living landscape that changes as you explore.
Main Features
- Vegetation propagation: short grass spreads, may become tall grass, and wild flowers can appear.
- Tree renewal: saplings can pop near trees, letting forests naturally expand.
- Natural path formation: player footsteps gradually wear down grass into coarse dirt and dirt paths, which can slowly recover over time.
- Charcoal from burned wood: when wood blocks are burned by fire, they can drop charcoal instead of disappearing completely.
- Fully configurable via an in-game screen (tick budgets, growth chances, moss spread, path erosion, and more).
- Server-friendly: all updates are tick-limited and distributed across chunks to prevent lag spikes.
? Natural Growth
Vegetation Propagation
- Grass blocks may receive short grass over time.
- Short grass can convert to tall grass based on probability.
- Flowers occasionally generate in suitable spots (low density, natural feel).
⚙️ Configuration (ModMenu)
Open the Gaia’s Breath configuration screen from ModMenu to fine-tune every natural mechanic.
All values are stored in config/gaiasbreath.json and can be safely edited in-game or manually.
Click to expand
### ? World Growth
Control how vegetation spreads and evolves each tick.
| Setting | Default | Description |
|----------|----------|-------------|
| **GROWTH_MAX_CHUNK_PER_TICK** | `20` | Maximum number of chunks processed per tick. |
| **GROWTH_BLOCKS_PER_CHUNK** | `100` | Maximum number of block updates per chunk. |
| **SHORT_GRASS_GROWTH_CHANCE** | `0.005` | Chance for grass blocks to spawn **short grass**. |
| **SHORT_TO_TALL_CHANCE** | `0.005` | Chance for short grass to grow into **tall grass**. |
| **FLOWER_SPREAD_CHANCE** | `0.005` | Chance for **flowers** to appear nearby. |
| **SAPLING_SPREAD_CHANCE** | `0.002` | Chance for **saplings** to sprout near trees. |
| **MUSHROOM_SPREAD_CHANCE** | `0.01` | Chance for **mushrooms** to spread underground or in dark areas. |
| **BUSH_SPREAD_CHANCE** | `0.01` | Chance for **berry bushes** or similar foliage to propagate. |
| **RAIN_GROWTH_CHANCE** | `0.25` | Global growth multiplier during **rain** (boosts propagation speed). |
### ? Moss Generation
Regulates how mossy blocks appear and spread on stone.
| Setting | Default | Description |
|----------|----------|-------------|
| **STONE_TO_MOSSY_CHANCE** | `0.02` | Chance for stone to become **mossy**. |
| **MOSSY_SPREAD_CHANCE** | `0.01` | Chance for mossy blocks to spread their texture. |
| **MOSSY_TO_MOSS_CHANCE** | `0.01` | Chance for mossy blocks to fully convert into **moss blocks**. |
| **MOSS_MAX_CHUNK_PER_TICK** | `10` | Maximum chunks processed for moss generation each tick. |
| **MOSS_BLOCKS_PER_CHUNK** | `10` | Maximum moss updates per chunk. |
| **Y_RANGE** | `20` | Vertical search range for nearby stone/moss blocks. |
### ? Path & Erosion System
Tracks player movement and generates **paths** over time.
| Setting | Default | Description |
|----------|----------|-------------|
| **STEP_TO_COARSE** | `30` | Steps needed to turn grass into **coarse dirt**. |
| **STEP_TO_PATH** | `80` | Steps needed to form a **dirt path**. |
| **RECOVERY_RATE** | `1` | Rate at which paths **regrow** into grass per tick. |
| **DECAY_INTERVAL** | `1200` (1 minute) | Time between **path decay checks** (in ticks). |
### ? Miscellaneous
| Setting | Default | Description |
|----------|----------|-------------|
| **CHARCOAL_DROP_CHANCE** | `0.5` | Chance for **burned wood** to drop **charcoal** instead of ash. |
> ? All settings can be changed live through the config screen or by editing the JSON file.
> **Gaia’s Breath** is designed to remain stable even with extreme or custom values — tweak it freely!
? Performance
- Tick budgeted: hard caps per tick and per chunk to keep servers smooth.
- Distributed work: processing spreads across the world to avoid spikes.
- Compatible with existing worlds: no world reset required.
? Compatibility
- Fabric (MC 1.21.9).
- Works in single-player and servers.
- Plays nicely with biome/terrain mods — Gaia’s Breath only performs light, probabilistic edits over time.
?️ Design Goals
- Keep the world feeling alive, not chaotic.
- Prioritize readability: changes should be noticeable when you return, not jarring the moment you arrive.
- Offer control to players and server owners via clear settings.
Got feedback or want different defaults?
- Email: matibi.mods@gmail.com
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